Top 10 Machine Monsters in Yu-Gi-Oh

Machines in Yu-Gi-Oh

Of the 25 monster types in Yu-Gi-Oh, machines represent some of the most abundant (alongside spellcasters and dragons). Although many machines place limitations on their owner, they compensate with high ATK and powerful effects. They're as versatile as they are effective, and they gain access to several ATK-doubling Spells (Power Bond, Limiter Removal, etc.) no matter which series you build from.

With hundreds of members and several archetypes to choose from, which reign supreme? Here are the ten best machines in Yu-Gi-Oh!

Cyber Eltanin

10. Cyber Eltanin

ATK: ?DEF: ?

Cyber Eltanin cannot be normal summoned; it must be special summoned by banishing all light-attributed machine-typed monsters from your field and/or graveyard (at least one). Each banished monster provides 500 ATK and DEF for Eltanin. So, other than potentially insane ATK, what makes it so powerful?

Well, as long as you have a single light machine, this card functions similarly to the famed field-wipe Raigeki; Eltanin sends all other monsters to the graveyard when it arrives. If your opponent doesn't have a handy trap ready, they'll be wide open for some major hurt, and even if they manage to destroy Eltanin, its main purpose of annihilating opposing monsters will have already been accomplished.

Card Car D

9. Card Car D

ATK: 800DEF: 400

Card Car D (hilarious name, Konami) can really help build card advantage with its effect: you can normal summon and tribute it to draw two cards, almost like the long-banned Pot of Greed spell. The downsides are that you can only do this in Main Phase 1, you cannot special summon during this turn, and your turn will immediately end.

However, especially early on, you'll definitely want the advantage of extra draw power, and cards like Swords of Revealing Light or Threatening Force will defend you in the meantime. Card Car D is also a great way to fill up the graveyard for the effects of cards like Solidarity.

Card Trooper

8. Card Trooper

ATK: 400DEF: 400

By activating its effect, Card Trooper can boost its ATK to 1900 for the turn by discarding three cards from the top of your deck. This not only puts in the league of the strongest level 4 monsters, it prematurely fills your graveyard, granting access to combos much sooner.

As if this weren't enough, Card Trooper lets you draw a card when it's destroyed, further increasing your options and warranting its usage.

Apoqliphort Towers

7. Apoqliphort Towers

ATK: 3000DEF: 2500

I'd place this entry much higher, but it's banned and unlikely to ever be legalized, limiting its use. Towers' high ATK combined with immunity to spells, traps, and the effects of monsters level/rank 9 and under make it a nightmare to take down, plus it lowers the ATK of special summoned monsters by 500 and can (once per turn) force an opponent to destroy or discard a monster.

Because of its summoning requirements, only Qliphort builds may wield it, but once Towers hits the field, the duel is probably over. Thankfully, you can disregard this almost-unbeatable card in tournament play.

Chimeratech Megafleet Dragon

6. Chimeratech Megafleet Dragon

ATK: 0DEF: 0

An update of the old Chimeratech Fortress Dragon, Megafleet works stupendously because you can easily fuse it using an opposing monster. It needs the popular Cyber Dragon as material plus at least one monster in the Extra Zone (yours or your opponent's)!

Megafleet will then gain 1200 ATK for each of its materials, a respectable minimum of 2400, and your opponent will have lost one of their stronger creatures. As both a beatdown and a removal, Megafleet belongs in any Cyber Dragon deck.

Leonardo's Silver Skyship

5. Leonardo's Silver Skyship

ATK: 0DEF: 3000

Another card restricted to casual play, Skyship nonetheless boasts of great power. It combos with more archetypes than Towers, plus it wields a fantastic and rare pendulum scale of 10, making it easy to summon high-level monsters. Very few cards provide a scale that high without limiting you to a specific set of cards.

Beyond that, it's a strong defensive wall, and in the pendulum zone, Skyship can potentially win you the match (meaning two out of three duels, even if it's only the first) by banishing three machine pendulum monsters and attacking directly with another pendulum.

In short, it's banned and rightfully so.

Superheavy Samurai Steam Train King

4. Superheavy Samurai Steam Train King

ATK: 2000DEF: 4800

Think of Train King's unholy 4800 DEF as its ATK because it can attack while in defense position using the 4800 for damage calculation! Additionally, Train King can (once per turn) let you discard up to two cards to destroy that many opposing cards, and it can banish all spells and traps from both graveyards, inflicting 200 damage to your opponent for each.

Unfortunately, only Superheavy Samurai decks will meet the requirements for summoning this synchro card, but thankfully, its effect greatly aid them (they rely on having no spells and traps in the graveyard).

With magnificent DEF that also serves as ATK, a removal ability, and effect damage, Train King dominates in any Superheavy setup.

Click thumbnail to view full-size

Cyber Dragon Infinity

Cyber Dragon Nova

3. Cyber Dragon Infinity

ATK: 2100DEF: 1600

Xyz monster Cyber Dragon Infinity can either be summoned using three light machines or by using Cyber Dragon Nova as material. Infinity gains 200 ATK for each of its materials, especially wonderful since it can (once per turn) attach any faceup attack position monster on the field to itself as a material! Use this to simultaneously remove an opposing monster while strengthening your own.

Once during each player's turn, Infinity can also negate and destroy an effect by removing one of its materials, making it challenging to counter because opposing effects will repeatedly be sealed. For its reusable removal, upgradable ATK, and potent negation, Infinity keeps Cyber Dragon builds relevant in competitive play.

Crystron Quariongandrax

2. Crystron Quariongandrax

ATK: 3000DEF: 3000

I love this card because it doesn't demand specific synchro materials. What it does do is require two tuners (as opposed to the usual one) and at least one non-tuner, but you'll be glad to spend them for Quariongandrax's power.

In addition to great ATK and DEF, when synchro summoned, you can banish cards from your opponent's field and/or graveyard up to the number of synchro materials used. Banishing functions as a great removal, as it removes the possibility of recovering cards from the graveyard.

Quariongandrax's next ability stacks perfectly with its first: when this synchro summoned card is destroyed, you can special summon one banished monster (yours or your opponent's) to your field. Your opponent will have to deal with both losing their precious monsters and later seeing one under your control.

Chaos Ancient Gear Giant

1. Chaos Ancient Gear Giant

ATK: 4500DEF: 3000

With ATK to spare and a plethora of amazing effects, Chaos Ancient Gear Giant showcases the pinnacle of several superb Ancient Gear fusion monsters. Check out how many awesome abilities it harnesses:

Unaffected by spells and traps

Prevents opposing monsters from using their effects during the battle phase

Can attack all opposing monsters in a single turn

Inflicts piercing battle damage to defense position monsters

Admittedly, summoning Chaos Ancient requires a whopping four fusion materials, but with convenient spells like Overload Fusion and the recently unbanned Future Fusion around, this isn't as daunting as it seems. For its grand power and stupendous defense, Chaos Ancient Gear Giant stands tall as the most impressive machine yet.

Your Vote

With their sleek designs and mighty abilities, machines have always been personal favorites. I appreciate how they simultaneously offer tremendous power but are balanced with difficult summoning requirements or user limitations, and I eagerly await what machines Konami brings to us in the future.

But for now, vote for your favorite card, and I'll see you at our next Yu-Gi-Oh countdown!

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